12 research outputs found

    Conceptos clave de la lingüística aplicada

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    Mobile Augmented Reality: Hyper Contextualization and Situated Language Usage Events

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    Language use, second-language development, and technology mediated human activity are complex processes situated in, and in some cases demonstrably interwoven with, specific material and social contexts. Our presentation describes a project that focuses on the contextually embedded nature of communicative action. Building upon recent research on ethnomethodological analyses of talk-in-interaction while walking (Haddington et al., 2013), analyses of how communicative activity mediates our understanding of objects and environments (Nevile et al., 2014; Latour, 2005), principles of extended and embodied cognition (Atkinson, 2010), and existing research on the use of mobile place-based augmented reality (AR) techniques for language learning (Holden & Sykes, 2011; Thorne, 2013; Thorne et al., 2015), this paper investigates participants’ contextually aware interactional practices as they carry out an AR activity. In response to the question of when and how action is explicitly situated in, or catalyzed by, particular aspects of the physical surround, we report on members’ methods for making unplanned use of resources from the immediate physical context in order to co-construct actions (such as wayfinding and oral reporting) to accomplish the AR game goals

    Gamified-Learning y Enseñanza de Gramática ESL: Perspectiva de los estudiantes

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    Many educationists resort to technology in assisting their teaching. Despite the integration of technology in class, the English as a second language (ESL) learners face difficulties in learning the ESL grammar. Thus, this paper aimed to find out the perceptions of students towards gamified-learning. Thirty suburban secondary school students in Malaysia answered a questionnaire in this study. The main findings showed that most students favour the usage of gamified-learning in learning grammar because it is amusing, motivating, improves learning experience and provides a better understanding of the ESL grammar concepts. This paper implied that gamified-learning can be used by teachers to teach ESL grammar. In the future, research can look into the different types of games suitable for each skill in the English language. As the revolution of technology provides a diversity of technological tools to be used in classrooms, it is hoped that all teachers will fully maximise them.Muchos educadores recurren a la tecnología para ayudar a su enseñanza. A pesar de la integración de la tecnología en la clase, los estudiantes de inglés como segundo idioma (ESL) enfrentan dificultades para aprender la gramática de ESL. Por lo tanto, este documento tuvo como objetivo descubrir las percepciones de los estudiantes sobre el aprendizaje gamificado. Treinta estudiantes de secundaria suburbana en Malasia respondieron un cuestionario en este estudio. Los principales hallazgos mostraron que la mayoría de los estudiantes favorecen el uso del aprendizaje gamificado en el aprendizaje de la gramática porque es divertido, motivador, mejora la experiencia de aprendizaje y proporciona una mejor comprensión de los conceptos de gramática de ESL. Este documento implica que el aprendizaje gamificado puede ser utilizado por los maestros para enseñar gramática de ESL. En el futuro, la investigación puede analizar los diferentes tipos de juegos adecuados para cada habilidad en el idioma inglés. Como la revolución de la tecnología proporciona una diversidad de herramientas tecnológicas para ser utilizadas en las aulas, se espera que todos los maestros las maximicen al máximo

    Aprendizaje de idiomas asistido por dispositivos móviles: alcance, praxis y teoría

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    Mobile assisted language learning (MALL) research has been characterized by an overemphasis on technology, while the wide variety of approaches to the uses of mobiles has painted an atomized picture of L2 instruction. This paper discusses various conceptualizations of MALL that favour areas of language learning that are anchored on different theories of learning and language learning. Drawing on the seminal work by Traxler (2018, 2019), as well as on research that has examined self-directed uses, the use of apps and Augmented Reality (AR) in MALL, the authors contend that it is essential to shift our focus away from device-oriented pedagogies to more socially situated practices that take stock of new ecologies of language use. We contend that the research field is in search of a wider theoretical perspective in the context of SLA and language education that explores what we label here as socially contextualized MALL.  La investigación sobre el aprendizaje de idiomas asistido por dispositivos móviles (MALL) se ha caracterizado por un énfasis excesivo en los aspectos más íntimamente relacionados con la tecnología y la gran variedad de enfoques sobre los usos de los dispositivos móviles ha contribuido a generar una visión atomizada de la enseñanza de segundas lenguas. En este artículo se analizan diversas conceptualizaciones sobre MALL que, en diferente medida, favorecen áreas del aprendizaje de lenguas vinculadas a teorías sobre el aprendizaje y el aprendizaje de lenguas. Basándonos en las contribuciones de Traxler (2018, 2019), así como en la investigación que ha examinado el aprendizaje autodirigido, el uso de apps y la Realidad Aumentada (RA) en MALL, los autores sostienen que es esencial cambiar nuestro enfoque de pedagogías orientadas a los dispositivos a prácticas situadas en contextos sociales de uso, las cuales se encuentran mejor equipadas para acoger y explicar las nuevas ecologías sobre el uso del lenguaje. En este trabajo sostenemos que este ámbito de la investigación está en busca de una perspectiva teórica más amplia que explore lo que en este artículo hemos denominado MALL socialmente contextualizado

    Delay in L2 interaction in video-mediated environments in the context of virtual tandem language learning

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    The purpose of this article is to describe tandem dyads’ interactional resources and social practices for upholding intersubjectivity in video-mediated environments (VMEs) within the context of tandem language learning in a virtual learning environment (eClassroom tandem) arranged within formal language education in upper secondary schools. Data consists of video and screen recordings of several tandem dyads’ video-mediated interaction. Using conversation analysis, the study analyses how “lag” (a delay in the connection) affects participants’ meaning-making and ways to maintain intersubjectivity in VMEs. The results show that participants use different interactional resources and practices regarding turn-taking, turn design, and turn construction to maintain intersubjectivity. Clearly defined conversational roles in the assignments appear to help participants to cope with delays. Additionally, in the context of eClassroom tandem, the roles of the L1 speaker and the L2 speaker appear to be of situated importance for upholding a mutual understanding in VMEs.publishedVersionUnit Licence Agreemen

    Mobile Augmented Reality and Language-Related Episodes

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    Applications of locative media (e.g., place‐based mobile augmented reality [AR]) are used in various educational content areas and have been shown to provide learners with valuable opportunities for investigation‐based learning, location‐situated social and collaborative interaction, and embodied experience of place (Squire, 2009; Thorne & Hellermann, 2017; Zheng et al., 2018). Mobile locative media applications’ value for language learning, however, remains underinvestigated. To address this lacuna, this study employed the widely used construct of language‐related episodes (LREs; Swain & Lapkin, 1998) as a unit of analysis to investigate language learning through participation in a mobile AR game. Analysis of videorecorded interactions of four mixed‐proficiency groups of game players (two English language learners [ELLs] and one expert speaker of English [ESE] per group) indicates that LREs in this environment were focused on lexical items relevant to the AR tasks and physical locations. Informed by sociocultural theory and conversation analysis, the microgenesis of learners’ understanding and subsequent use of certain lexical items are indicated in the findings. This understanding of new lexical items was frequently facilitated by ESEs’ assistance and the surrounding physical environment. A strong goal orientation by both ESEs and ELLs was visible, providing implications for task‐based language teaching approaches

    Interactional Practices and Artifact Orientation in Mobile Augmented Reality Game Play

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    In an effort to better understand the ways that small groups use digital technology as they move through a physical environment, this paper describes the methods used by groups of three people to maintain a group participation structure as they accomplish a quest-type task during mobile augmented reality game play. The game was available on one mobile digital device (an Apple iPhone) that was shared by three players as they negotiated a set of point-to-point route finding tasks. Video-recordings of each group were made using three cameras (two head-mounted cameras and one hand-held camera). We focus on the different ways that the single device was oriented to by group members via talk-in-interaction as they accomplished the game activity. In particular, we outline the practices for talk-in-interaction (including gaze, postural alignment, and deictic expressions) used by the participants to maintain their constitution as a group, to accomplish a shared visual focus on the single device, and to explicitly transfer the device from one player to another

    Interaction and Learning in an Extensive Reading Book Club.

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    Ph.D. Thesis. University of Hawaiʻi at Mānoa 2017

    Methodology of Augmented Reality Chinese Language Articulatory Pronunciation Practice: Game and Study Design

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    Learning a language can be hard. Learning a language that contains tones to convey meaning is even harder. This dissertation presents a novel methodology for creating a language practice using augmented reality that has never been used before. The design of a new app in AR and non-AR versions can evaluate the same practice methodology. This methodology was applied to new software and was examined in regard to the importance of this software. Although the study results are inconclusive, progress has been made in answering research questions on the effectiveness of AR versus non-AR and the reliability of peer assessment. This study is essential for developing future language applications using design and methodologies in AR and peer evaluation

    Film Annotation for the L2 Classroom: A Tech-Mediated Model for Intercultural Learning

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    abstract: With the fast pace of globalization and the rise of encounters in digital spaces, CALL scholars have become increasingly interested in how digital tools mediate intercultural encounters. However, despite their evident success in connecting students from around the world, current online intercultural exchanges continue to present problems such a promotion of positive experiences over deep intercultural learning and lack of real-life value (O’ Dowd, 2018). In addition, digitally-mediated intercultural learning research is based on the same theoretical approaches to learning that guide CALL research (Firth & Wagner, 1997; Lafford, 2017). Although such frameworks are successful in allowing researchers to conceive of digital tools as mediators for human interaction, they have yet to embrace the potential of digital artifacts themselves as intercultural interlocutors. Aiming to address this gap in the research, this investigation used Atkinson’s (2010, 2014) sociocognitive approach to language learning to understand the role that digital tools have in intercultural learning. Also integrating Dervin’s (2011) liquid approach to interculturality—which focuses on understanding intercultural learning as a co-constructed process—the research questions that guided this investigation asked: (a) does film annotation mediate intercultural learning? and, (b) in what ways does film annotation mediate intercultural learning? In answering these questions, the study looked at the intercultural learning process of five advanced learners of Spanish, as they interacted with annotated film clips, and engaged in peer discussion around the themes of colonialism and coloniality presented in the film clips. Data were collected through pre and post-tests, video recordings of peer discussions, and screen recordings of participants’ interaction with the annotated film clips. Findings showed that film annotation allowed participants to notice, retrieve and take notes on important cultural information, which they later incorporated in discussion with peers. Based on this evidence, and aligned with the aforementioned theoretical frameworks, this investigation poses that intercultural learning is a fluid, iterative process. The study also suggests that digital artifacts—as well as human interlocutors—play an important role in enabling learning processes, therefore, the role of such artifacts should be studied more in depth.Dissertation/ThesisDoctoral Dissertation Spanish 201
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